Stormcrow wrote:Eh? It's too much like a board game to do all the rolling first and then get on with the "narration"?
Those amounts of dice rolling, and having to track where a hazard occurs etc, yes I do. You're welcome to the way you play it and by the same token, so am I.
Stormcrow wrote:Aside from Hazards, the only thing Fatigue tests tell you is whether you gain Fatigue at the journey's end. Why would each roll--presumably equidistant-in-the-same-terrain--necessarily indicate a natural "narration cut"?
Yes, I think this is an element of the RAW that needs working with. Personally, I think the rules work better for any fatigue to be applied as it is gained. That adds interaction and development to the journey and allows characters to react to it. Even without that house rule though I'd avoid rolling everything up front.
Stormcrow wrote:Get the rolls over with, determine the Hazards, and then the Loremaster has a complete picture of the journey which he can ham up to his heart's content. Describe the road, the people living along it, the Wild. Hazards are moments of role-play. If players want to take the storytelling initiative and play out an unscheduled chat with each other, let them. Get the mechanical stuff out of the way, then use the results to improvise the story.
Works for you but not for me. I like my rolling and RPing to be intertwined, not separate elements, as one actively supports the other.
Stormcrow wrote:I, for one, would hate to expect the Loremaster to go all amateur-thespian on me every single time we rolled a Fatigue test.
/Snark ignored, thanks!
Stormcrow wrote:As for comparing this to Tolkien, when nothing interesting happens on a journey, he summarizes it. The Fellowship traveling south from Rivendell, Bilbo, Gandalf, and Beorn traveling around Mirkwood after the Battle of Five Armies, Bilbo and the dwarves traveling from Beorn's house to the Forest Gate. He doesn't make the characters have an irrelevant conversation every five days just because.
Neither do I. Players get involved during it, rolling dice and narrating, bouncing ideas off of me and the other players, failed fatigue rolls offering RPing opportunities based on the point they're at in the journey, requesting tests based on their current circumstances, etc. It all weaves together and has never felt tedious within my game. Quite the contrary. This would all be much harder, or even impossible, for me and my group if all the journey rolls were placed 'up front' as there'd simply be no context to them. It would be a very flat experience which is why it would feel like a board game (I'm doing many board games a huge disservice here as they are far more involved than that).
Stormcrow wrote:Fatigue rolls are interspersed by role-playing, discussions, interesting elements (clues discovered, foreshadowing, bits of lore, etc) so are hardly tedious; least in my games.
But why not front-load the Fatigue tests, and then have all the discussions, clues, foreshadowing, and lore
without interrupting them arbitrarily with dice rolls?
See previous comments but they aren't interrupted and very often the rolls resulting from the journey feed into further rolls. For instance I may not apply fatigue rolls every 5 days but have some following in quick succession based/depending on the journey, any hazards, as part of an actual adventure site/location, or whatever takes my fancy. Rolling as part of the developing journey naturally gives me that option rather than, at least for me, the alternative of rolls all front-loaded before the journey begins.
EDIT: Also, lots of cool stuff in Robert's post!